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{{ | {{LanguageBar}} | ||
[[File:Brickwall021a normalcompare.jpg|thumb|Un | {{this is a|shader parameter|notext=1|name=$bumpmap}} | ||
[[File:Brickwall021a normalcompare.jpg|thumb|Un {{L|albedo}} (izq.) comparado con un relieve.]] | |||
[[File:Example of bump mapping.jpg|thumb|El material de arriba en el juego.]] | [[File:Example of bump mapping.jpg|thumb|El material de arriba en el juego.]] | ||
Especifica una | Especifica una {{L|texture|textura}} que tendrá iluminación tridimensional e información para un material. La textura es un {{L|bump map|relieve}}, pero el proceso es un [https://es.wikipedia.org/wiki/Mapeado_normal mapeado normal]. Aunque ambos términos se utilizan indistintivamente. | ||
{{warning|<code>$bumpmap</code> desactivará la iluminación por vértice de {{ent|prop_static}} en los juegos Source previos a {{csgobranch|4}}.<br> | {{warning|<code>$bumpmap</code> desactivará la iluminación por vértice de {{ent|prop_static}} en los juegos Source previos a {{csgobranch|4}}.<br> | ||
No hay mucha información en los vértices de un mapeado normal, por lo que el motor no tiene opción de retroceder.}} | No hay mucha información en los vértices de un mapeado normal, por lo que el motor no tiene opción de retroceder.}} | ||
{{Important|<code>$bumpmap</code> no existe para {{code| | {{Important|<code>$bumpmap</code> no existe para {{code|{{L|LightmappedReflective}}}}. En su lugar se debe usar <code>$normalmap</code>.}} | ||
{{note| | {{note| | ||
* En el sombreado <code> | * En el sombreado <code>{{L|Water_(shader)|Water}}</code>, <code>$bumpmap</code> es para DX8 {{L|Du/dv_map|du/dv map}}. Se usa <code>$normalmap</code> en su lugar. | ||
* Los relieves no se pueden usar sobre texturas adhesivas, excepto en {{csgobranch|4}}. | * Los relieves no se pueden usar sobre texturas adhesivas, excepto en {{csgobranch|4}}. | ||
* On {{ent|VertexLitGeneric}} using {{ent|$lightwarptexture}} will force bumpmapping even if <code>$bumpmap</code> is not in the VMT. A default one is bound instead, all <code>$bumpmap</code> caveats come with it.}} | * On {{ent|VertexLitGeneric}} using {{ent|$lightwarptexture}} will force bumpmapping even if <code>$bumpmap</code> is not in the VMT. A default one is bound instead, all <code>$bumpmap</code> caveats come with it.}} | ||
| Line 33: | Line 35: | ||
==Parámetros adicionales== | ==Parámetros adicionales== | ||
{{ | {{MatParamDef|$bumptransform|matrix|Transforms the bump map texture. {{todo|Does this actually require DX9? Present in DX8 fallback shaders.}} | ||
: {{bug|Does not work when using {{ent|$detail}}. This ''does'' work in {{csgobranch}}.}} | : {{bug|Does not work when using {{ent|$detail}}. This ''does'' work in {{csgobranch}}.}} | ||
{{VMT UVtransform}}|dx9=1}} | {{VMT UVtransform}}|dx9=1}} | ||
{{ | {{MatParamDef|$bumpframe|int|The frame to start an animated bump map on.}} | ||
{{ | {{MatParamDef|$nodiffusebumplighting|bool|Stops the bump map affecting the lighting of the material's {{L|albedo}}, which help combat [[Material optimization#Overdraw|overdraw]]. Does not affect the {{L|specular}} map, making it useful for distorted reflections on flat surfaces. | ||
: {{bug|Does not function beyond {{src07|2}}.{{confirm}}}} | : {{bug|Does not function beyond {{src07|2}}.{{confirm}}}} | ||
: {{note|Functions with | : {{note|Functions with {{L|$ssbump}} but not regular normals on {{src13|2}}. More testing required?}} | ||
|shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}} | |shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}} | ||
{{ | {{MatParamDef|$ssbump|bool|Flags the bump map texture(s) as being self-shadowing. Click for more details.|since={{src07}}|shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}} | ||
{{ | {{MatParamDef|$forcebump|bool|If 0, use bumpmapping if the card says it can handle it. If 1, always force bumpmapping on.|dx8=1|removed={{l4d}}}} | ||
{{ | {{MatParamDef|$bump_force_on|bool|Force bump mapping on, even for low-end machines.|since={{portal2}}|shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}} | ||
{{ | {{MatParamDef|$addbumpmaps|bool|Enables the usage and blending of two bump maps together for {{ent|LightmappedGeneric}}.|only={{csgobranch}}|shaders=LightmappedGeneric}} | ||
{{ | {{MatParamDef|$bumpmap2|texture|The second bump map to use, either for {{ent|WorldVertexTransition}} or for <code>LightmappedGeneric</code> in {{csgobranch}} for bump map blending.|dx9=1|shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}} | ||
{{ | {{MatParamDef|$bumpframe2|int|Same as <code>$bumpframe</code>, but for the second bump map.|dx9=1|shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}} | ||
{{ | {{MatParamDef|$bumptransform2|matrix|Same as <code>$bumptransform</code>, but for the second bump map. | ||
: {{Note|{{ent|$detail}} used with <code>$detailscale</code> will override this on <code>LightmappedGeneric</code> if the shader is using <code>$addbumpmaps</code>.}}|dx9=1|shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}} | : {{Note|{{ent|$detail}} used with <code>$detailscale</code> will override this on <code>LightmappedGeneric</code> if the shader is using <code>$addbumpmaps</code>.}}|dx9=1|shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}} | ||
{{ | {{MatParamDef|$bumpmask|texture|If using two bump maps, use a third bump map to act as the base, with the alpha channel acting as a mask for the first two bump maps. The alpha channel of <code>$bumpmask</code> is also used as a specular mask. | ||
: {{note|Only used by {{hl2}}<code>materials/nature/toxicslime002a</code>.}} | : {{note|Only used by {{hl2}}<code>materials/nature/toxicslime002a</code>.}} | ||
: {{note|Does not work with {{ent|$detail}} and {{ent|$seamless_scale}}.}}|dx9=1|shaders=LightmappedGeneric}} | : {{note|Does not work with {{ent|$detail}} and {{ent|$seamless_scale}}.}}|dx9=1|shaders=LightmappedGeneric}} | ||
{{ | {{MatParamDef|$bumpdetailscale1|and=$bumpdetailscale2|normal|The strength of the first and second bump maps for bump map blending.|only={{csgobranch}}|shaders=LightmappedGeneric}} | ||
==Comandos de consola== | ==Comandos de consola== | ||
{{ | {{varcom|start}} | ||
{{ | {{varcom|mat_fastnobump||bool|Quickly enables/disabled normal mapping.}} | ||
{{varcom|mat_normalmaps||bool|Displays the bump map texture of all materials that have one in place of their {{L|albedo}}.}} | |||
:(¡Sí, los nombres de estos comandos están erróneos!) | :(¡Sí, los nombres de estos comandos están erróneos!) | ||
{{ | {{varcom|mat_bumpmap|1|bool|Enable or disable normal mapping.}} | ||
{{varcom|end}} | |||
==Véase también== | ==Véase también== | ||
* {{ent|$ssbump}} | * {{ent|$ssbump}} | ||
* | * {{L|Bump map|Relieve}}, utilizado para técnicas de detallado. | ||
Latest revision as of 22:48, 24 September 2025
$bumpmap es un parámetro de un shader disponible en todos los juegos de
Source.
Un albedo (izq.) comparado con un relieve.
Especifica una textura que tendrá iluminación tridimensional e información para un material. La textura es un relieve, pero el proceso es un mapeado normal. Aunque ambos términos se utilizan indistintivamente.
$bumpmap desactivará la iluminación por vértice de prop_static en los juegos Source previos a No hay mucha información en los vértices de un mapeado normal, por lo que el motor no tiene opción de retroceder.
$bumpmap no existe para LightmappedReflective. En su lugar se debe usar $normalmap.- En el sombreado
Water,$bumpmapes para DX8 du/dv map. Se usa$normalmapen su lugar. - Los relieves no se pueden usar sobre texturas adhesivas, excepto en
CS:GO rama de motor. - On VertexLitGeneric using $lightwarptexture will force bumpmapping even if
$bumpmapis not in the VMT. A default one is bound instead, all$bumpmapcaveats come with it.
$bumpmap causes some other Parameters to not work. Parameters that will break with $bumpmap are ( but not limited to ) :
- Will not work with materials using $envmapmask. Except on VertexLitGeneric(only in
) and LightmappedGeneric(only in
). See Alternative methods. - In
LightmappedGeneric, $detailblendmode 9 cannot be used. - In
VertexLitGeneric, $detailblendmode 5, 6, 8, 9, 10 and 11 not usable. With $phong 5 and 6 can be used. - In


VertexLitGeneric, $detailblendmode 5-11 not usable. With $phong 5 and 6 can be used. - In



$detailtint won't work. - $distancealpha, $outline, $softedges won't work.
- On LightmappedGeneric, cannot be used with $basealphaenvmapmask
Sintaxis básica
LightmappedGeneric
{
$basetexture brick/brickwall021a
$surfaceprop brick
$bumpmap brick/brickwall021a_normal
}
Parámetros adicionales
Transforms the bump map texture.
Pendiente: Does this actually require DX9? Present in DX8 fallback shaders.
- The default position is
center .5 .5 scale 1 1 rotate 0 translate 0 0.centerdefines the point of rotation. Only useful ifrotateis being used.scalefits the texture into the material the given number of times.2 1is a 50% scale in the horizontal X axis while the vertical Y axis is still at original scale.rotaterotates the texture counter-clockwise in degrees. Accepts any number, including negatives.translateshifts the texture by the given numbers..5will shift it half-way. 1 will shift it once completely over, which is the same as not moving it at all.
Nota:All values must be included!
Error:Scaling the texture may cause odd issues where the Texture Lock tool in Hammer will not actually lock the texture in place. [todo tested in ?]
Error:Rotating textures applied on brushes will rotate around the map origin (confirm: Orangebox engine only?). A fix for this is to change the center position in the VMT to the brush's origin. [todo tested in ?]
The frame to start an animated bump map on.
Shader(s): LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition
Stops the bump map affecting the lighting of the material's albedo, which help combat overdraw. Does not affect the specular map, making it useful for distorted reflections on flat surfaces.
Error:Does not function beyond
Source 2007.[confirmar] [todo tested in ?]
Nota:Functions with $ssbump but not regular normals on
Source 2013. More testing required?
Shader(s): LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition
Flags the bump map texture(s) as being self-shadowing. Click for more details.
If 0, use bumpmapping if the card says it can handle it. If 1, always force bumpmapping on.
Shader(s): LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition
Force bump mapping on, even for low-end machines.
Shader(s): LightmappedGeneric
Enables the usage and blending of two bump maps together for LightmappedGeneric.
Shader(s): LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition
The second bump map to use, either for WorldVertexTransition or for
for bump map blending.
LightmappedGeneric in
Shader(s): LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition
Same as
$bumpframe, but for the second bump map.
Shader(s): LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition
Same as
$bumptransform, but for the second bump map.
Nota:$detail used with $detailscalewill override this onLightmappedGenericif the shader is using$addbumpmaps.
If using two bump maps, use a third bump map to act as the base, with the alpha channel acting as a mask for the first two bump maps. The alpha channel of
$bumpmask is also used as a specular mask.
Nota:Does not work with $detail and $seamless_scale.
Shader(s): LightmappedGeneric
The strength of the first and second bump maps for bump map blending.
Comandos de consola
- (¡Sí, los nombres de estos comandos están erróneos!)
| Cvar/Command | Parameters or default value | Descriptor | Effect |
|---|---|---|---|
| mat_fastnobump | bool | Quickly enables/disabled normal mapping. | |
| mat_normalmaps | bool | Displays the bump map texture of all materials that have one in place of their albedo. | |
| mat_bumpmap | 1 | bool | Enable or disable normal mapping. |